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  1. If it helps here is the build that my Super Strength/Shield Defense is using.

    It soft caps Defense to everything, has 3.54 EPS, 2271 HP, 27 Hp/Sec. It also gets 20% more Recharge.

    By taking out the Gladiator's Armors in Deflection and adding them to Haymaker (And switch it to Touch of Death) and Electric Fences (And switch it to Trap of the Hunter) you can gain 3% defense to Melee and Ranged Defense getting you back up to the soft cap for those two. If you can get two more slots into tough somehow you can get back up to the soft cap for AoE as well.

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    Some things that I have noticed with the build:

    1) When I am soloing +4x8 mobs, the knock down of Foot Stomp can be the reason I live or die. The next incarnation of my build will definitely have Gloom/Dark Obliteration instead of Electric Fences/Ball of Lightning to reduce the knock down resist of Electric Fences and give me a little more breathing room versus tougher enemies.

    2) When I am not using Hasten I have no endurance problems with my build, however when I use Hasten I have to make sure I am aware of when things are dropping/activating to make sure my endurance doesn't bottom out. I will be adding the +Endurance Proc to Stamina when I respec him again (Most likely taking out the End/Resist Gladiator's Armor since it doesn't add that much resist).

    3) Grant Cover: While I originally intended it to be just a LotG IO Mule, I actually find myself using it (Especially on ITFs) on teams. The extra Defense Debuff really adds up and the squishies seem to like it, when they are standing in melee range (Like attacking the computer in the ITF).

    4) The AoE damage of the build...is awe-inspiring. The single target damage ain't too shabby neither!
  2. I didn't notice this before but you now have 6 +5% Recharge bonuses. One isn't counting because only 5 will stack. Perhaps Numina's Convalescence in Healing Flames for more +HP, or Mako's Bit in Greater Fire Sword for more +HP and +Damage.

    You also will want to change the Enhancement in Rise of the Phoenix. That's a Titan Enhancement which (iirc) doesn't go up to level 50.

    Other than that your build looks quite playable, I hope you have fun with it!
  3. Quote:
    Originally Posted by Desitre View Post
    Also was confused with Combat jumping, do I really need it and if not, can I spec out of it and get fly, if not, I think I miss read computer's advice, would it be better without having atleast one set bonus in it or is it better having like I have it posted right here.
    Something else I just noticed is that you didn't slot the Luck of the Gambler +Recharge into Weave or Combat Jumping. If you're getting rid of Combat Jumping its a moot point however make sure you slot that into Weave. The enhancement itself is weak +Defense, but once it is slotted you get a global recharge bonus to your build of 7.5% (Not just to Weave, to every one of your powers).
  4. Combat Jumping's defense isn't worth it at the levels of defense you're getting. I'd say, go with the Flight pool. Though just remember that you need to keep either Weave or Combat Jumping, because without one of those you won't have any immobilize protection other than burn (Unless you're ok with that).

    That build looks pretty good, just a couple things I'd like to comment on.

    Fire Shield: Five slotting Titanium Coating isn't worth it. The last two bonuses are small bonuses to stun and hold mez resistance. Those are practically worthless. I would suggest three from Titanium Coating for the Hit Point bonus, then two from Impervium Armor for the Recovery Bonus if you still want to five slot it.

    Healing Flames: Swap the Doctored Wounds (Heal/Endurance Reduction) for the Doctored Wounds (Heal) IO. The power costs one more endurance point, however it heals you for almost 70 more Hit Points.

    Combustion and Consume: If you can, sneak another slot into those so you can get the next bonus in those sets which will equal a 10% Recharge Reduction.

    Question: Do you want Hamidon Origin enhancements in your build? If so you could take out the Damage and Disorient enhancements in Rise of the Phoenix and put a Damage/Mez HO into the original slot thereby freeing up one slot. The difference in the Disorient duration is minimal, though the Damage difference is a little more.

    Greater Fire Sword: I would take one of the Crushing Impacts out personally. The Damage/Endurance Reduction is only adding 6 points of damage and reducing the power's endurance cost by about 1.5. The Damage/Recharge Reduction is also only adding 6 points of damage and reducing the power's recharge by 1 second. Is that slot worth it to you?

    Weave: You can take the Defense/Recharge Reduction Luck of the Gambler out of it. It is only adding 1/4 of 1% defense to the power.

    Physical Perfection: The Miracles are not needed in that power. The regeneration of your build is almost completely unecessary because your health will be supported by Healing Flames. On the other hand, if you put the two +recovery procs from Numina's Convalescence and Miracle into that power, you will gain a huge Recovery bonus.

    Edit: Oh just one more thing.

    I see that you only went with 4 points of Knock Back protection. That will cover most of the game, personally I have found that it isn't enough on my Melee Characters. I think the breakdown goes like:

    4 Points ~ 85% of the game
    8 Points ~ 95% of the game
    12 Points ~ 98% of the game
    16 Points ~ 99% of the game

    Most of the Knock Backs in the game will not affect you, if they are not stacked. However as someone expected to take the 'Alpha Strike' you're going to be hit by multiple attacks at the same time.

    If one guys shoots you with a gun that does 1 Knock Back then you're ok, but if his 4 buddies see you at the same time and also shoot you, your taking 5 points of Knock Back, which will put you on your butt.

    Personally I like to have 12-16 points of Knock Back protection on my Fire Aura users, but YMMV (Your Mileage May Vary).
  5. First off welcome back!

    The data link to your build won't open for me, so I had to enter your information into Mid's by hand, so I may have missed a couple IOs up.

    Build Focus
    You said you want your specific build to focus on Area of Effects and Damage over Time (Not exactly sure what you mean by DoT) however Tank builds also greatly improve with more Hit Points. In your case, being Fire Armor, your survivability will also improve with Recharge Reduction due to having Healing Flames up more often.

    Build

    Level 1: Fire Shield -- Impervuim Armor-Resist Damage/Endurance Reduction, Resist Damage/Recharge, Endurance Reduction/Recharge Reduction, Resist Damage/Endurance Reduction/Recharge, Resist Damage

    Impervium Armor is a great set to slot if you're looking for ways to enhance your Endurance Recovery. Personally I would go a different route.

    Level 1: Fire Shield -- Titanium Coating-Resist Damage/Endurance Reduction, Resist Damage, Endurance Reduction, Steadfast Protection-Resist Damage/Endurance Reduction, Resist Knock Back

    With this slotting you get Hit points, a small amount of Recovery, and Knock Back protection of 4 Magnitude. (It also gives 2.2% Mez Resistance to Sleep, however I won't be mentioning the set bonuses that aren't that important.)

    Level 1: Scorch -- IO Endurance Reduction

    Personally I hate having any of my primary/secondary powers under slotted. If you can find enhancements for it Scorch isn't that bad of a power. If you can't though, you should think about slotting it with something that will give you the most 'bang for your buck.' The endurance reducer is only taking away 1.3 endurance. I don't think it's worth it. Perhaps you can slot a Hecatomb (Accuracy/Damage) into it or a Nucleolus Exposure (Accuracy/Damage). Both of them will give you essentially 2 Single Origin enhancements in 1 slot. Any of the Hamidon Origin enhancements or Dual Aspect Purple Invention enhancements will give you those statistics. I chose those specifically because they will enhance more important (In my opinion, yours may vary) aspects of the power.

    Level 2: Blazing Aura -- Obliteration-Damage, Accuracy/Recharge, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge, Chance for Smashing Damage

    Obliteration's set bonuses are quite nice however it is extremely light on Endurance Reduction, which is something Blazing Aura needs.

    Level 2: Blazing Aura -- Eradication-Damage, Accuracy/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge, IO Endurance Reduction

    With this slotting you get a bonus to your Total Endurance, a Hit Point increase, and a nice reduction of endurance for Blazing Aura.

    Level 4: Healing Flames -- Numina's Convalescence-Heal/Endurance Reduction, Endurance Reduction/Recharge, Heal/Recharge, Heal/Endurance Reduction/Recharge, Heal

    This slotting is perfectly fine, Personally I go with a set of five Doctored Wounds (Minus the Heal/Endurance Reduction/Recharge Reduction) so I get a little bit more Recharge out of the power as well as a 5% global Recharge Reduction Bonus.

    Level 6: Combustion -- Scirocco's Dervish-Accuracy/Damage, Damage/Endurance Reduction, Accuracy/Recharge, Accuracy/Damage/Endurance Reduction

    Scirocco's Dervish doesn't give any meaningful set bonuses, and this slotting doesn't give Combustion enough Recharge Reduction.

    Level 6: Combustion -- Obliteration-Damage, Accuracy/Recharge, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge

    With this slotting of Obliterations Cumbustion gets a lot more Recharge Reduction as well as the set bonuses giving you 5% more global Recharge Reduction.

    Level 8: Combat Jumping -- IO Defense Buff, IO Defense Buff

    Those two Defense Buff Invention Origin enhancements are adding a little over 1% Defense. That will not help your build in any meaningful way with the level of Defense you are currently slotting for.

    Level 8: Combat Jumping -- Luck of the Gambler-Recharge+, Winter's Gift-Resist Slows(19)

    With this slotting you will still get a slight Defense increase, however that is only a side effect of the slotting. A global Recharge Reduction of 7.5% and some Slow Resistance (Something that will get you killed due to your reliance on Healing Flames) will be far more useful slotting.

    Level 10: Taunt -- Perfect Zinger-Taunt/Recharge, Taunt/Recharge/Range, Taunt/Range

    This is great slotting, however I would add one more slot so you gain the 5% global Recharge Reduction.

    Level 12: Plasma Shield -- Gladiator's Armor-Resist Damage, Resist Damage/Recharge/Endurance Reduction, Endurance Reduction/Resist Damage, +3% Defense, Recharge/Endurance Reduction

    I'm not sure what to say. This slotting is superior to the slotting that I suggested for Fire Shield (The same I would suggest for this power) however these PvP IOs are extremely hard to come by due to their expense (One of the IOs that you have slotted is easily going for 1.5 billion or more) and their lack of supply (Who even pvps now-a-days...). If you can acquire them, then slot them as they give much better set bonuses.

    Level 12: Plasma Shield -- Titanium CoatingResist Damage/Endurance Reduction, Resist Damage, Endurance Reduction, Steadfast ProtectionResist Damage/+Defense, Resist Knock Back

    This is also the place that I would fit in the Steadfast Protection (Resist Damage/+ 3% Defense).

    Level 14: Super Jump -- Unbound Leap-Endurance Reduction, Jump, Spring Foot-Jump, Endurance Reduction, Endurance Reduction/Jump

    Level 16: Swift -- IO Run(A)

    Super Jump is way over slotted. Right now you have a 96.7% Jump enhancement in them, however after roughly 75% Jump enhancement (The Jumping speed Cap) you're wasting slots.

    If you keep Swift I would recommend that you slot Super Jump with 1 Microfilament Exposure (Endurance Reduction/Jump) and 1 Jump IO. That will put you at the Jumping speed cap without completely over doing it.

    If you drop Swift in favor of hurdle (Which is what I recommend since Hurdle increases your Jump speed and height when using Super Jump and Combat Jumping) then I would recommend slotting a Blessing of the Zephyr +Knock Back Protection. Your Jumping speed would be slightly under the Cap, however you gain 4 points of Knock Back Protection without using any of your slots.

    Level 18: Burn -- Scirocco's Dervish-Accuracy/Damage(A), Damage/Endurance Reduction, Damage/Recharge, Accuracy/Recharge, Accuracy/Damage/Endurance Reduction, Chance for Lethal Damage

    Scirocco's Dervish does not give any meaningful set bonuses.

    Level 18: Burn -- Eradication-Accuracy/Recharge, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge, Damage,

    This Eradication slotting gives more Total Endurance as well as a nice Hit Point Bonus.

    Level 20: Health -- Panacea-Heal/Endurance Reduction, Heal, Chance for Heal/+End

    I really don't have much experience with the Panacea Proc, but I would recommend non PvP IOs due to their expense and availability.

    Level 20: Health -- Numina's Convalescence-Heal/Endurance Reduction, Heal, Heal/Recharge

    This is the slotting I would recommend so you get Health's regeneration aspect slotted enough, and you get a Hit Point increase.

    Level 22: Stamina -- Performance Shifter-Endurance Modification, Endurance Modification/Recharge, Endurance Modification/Accuracy/Recharge

    Good, however I would swap the Endurance Modification/Accuracy/Recharge IO for the Endurance Modification/Accuracy since the only thing that will affect Stamina is the Endurance Modification part (And it is stronger in the second one).

    Level 24: Boxing -- IO Endurance Reduction

    The same slotting recommendation as Scorch.

    Level 26: Fiery Embrace -- IO Recharge Reduction, IO Recharge Reduction, IO Recharge Reduction

    This slotting is perfectly fine. Is the third Recharge Reduction IO worth it (Since it only takes a few seconds off)? You'll have to decide that yourself.

    Level 28: Fire Sword Circle -- Obliteration-Damage, Accuracy/Recharge, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge, Chance for Smashing Damage

    This slotting is also good, and the way that I would go.

    Level 30: Consume -- Efficacy Adaptor-Endurance Modification/Accuracy/Recharge, Endurance Modification/Endurance Reduction, Accuracy/Recharge

    I would go ahead and slot the entire Efficacy Adaptor set. That way you'll get the Accuracy/Endurance Modification/Recharge of the power slotted out and you get a 5% global Recharge bonus.

    Level 32: Rise of the Phoenix -- IO Damage, IO Endurance Modification, IO Heal, IO Recharge Reduction, IO Disorient Duration

    I'm not sure what you want out of Rise of the Phoenix.

    Level 32: Rise of the Phoenix -- Eradication-Accuracy/Recharge, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction/Recharge

    So I slotted it with Eradications for the set bonuses.

    Level 35: Tough -- Reactive Armor-Resist Damage/Endurance Reduction, Resist Damage/Recharge, Endurance Reduction/Recharge, Resist Damage/Endurance Reduction/Recharge, Endurance Reduction

    Same slotting advice as Fire Shield. Reactive Armor doesn't give any meaningful bonuses (Not unless you were specifically going for soft capped, or near soft capped defense).

    Level 38: Greater Fire Sword -- Crushing Impact-Accuracy/Damage, Damage/Endurance Reduction, Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Damage/Endurance Reduction, Damage/Endurance Reduction/Recharge

    While Crushing Impact is a fabulous set for both bonuses and enhancement,

    Level 38: Greater Fire Sword -- Hecatomb-Damage/Recharge, Accuracy/Damage/Recharge, Accuracy/Recharge, Damage/Endurance Reduction, Chance for Negative Damage

    The Hecatomb set is better (Overall).

    Level 41: Weave -- IODefense Buff, IO Endurance Reduction, IO Defense Buff, IO Endurance Reduction, IO Defense Buff

    Invention Origin Enhancements are better than just regular IOs due to their set bonuses.

    Level 41: Weave -- Luck of the GamblerDefense /Endurance Reduction, Endurance Reduction/Recharge, Defense/Endurance Reduction/Recharge, Defense

    This is how I'd slot it to get the best set bonuses for the number of enhancement slots.

    Level 44: Build Up -- Adjusted TargetingToHit/Endurance Reduction, ToHit/Endurance Reduction/Recharge, ToHit/Recharge

    The set bonuses from Adjusted Targeting aren't good (At least the first three).

    Level 49: Build Up -- Gaussian's Synchronized Fire-Control-ToHit/Recharge, ToHit/Recharge/Endurance Reduction, Recharge/Endurance Reduction

    I'd recommend Gaussian's Synchronized Fire-Control for the Hit Point increase. Make sure to slot the ones with Recharge Reduction in them to maximize its potential.

    Level 47: Focused Accuracy -- Adjusted TargetingToHit/Recharge, ToHit/Endurance Reduction/Recharge, ToHit/Endurance Reduction

    Same recommendation as Build Up, however make sure to slot the ones with Endurance Reduction in them.

    Level 49: Physical Perfection -- IOHeal, IOEndurance Modification

    Physical Perfection is a true gem, but not because of its Regeneration and Recovery increase, but for its ability to enhance Regeneration and Recovery Procs. Your slotting will produce 17.8% Recovery (The aspect you should be most interested in since your health is being covered by Healing Flames) which is a little more than half of an unslotted Stamina.

    Level 47: Physical Perfection -- Performance Shifter-Endurance Modification, Endurance Modification/Recharge, Endurance Modification/Accuracy, Numina's Convalescence-+Regeneration/+Recovery, Miracle-+Recovery

    This slotting will give you 24% Recovery from the power itself (Slightly less than an unslotted Stamina) as well Recovery from the Procs themselves. The end result is 72.8% Recovery from that power which is approximately 23% more Recovery than a slotted Stamina.

    So in the end this is the build that I would create with the powers that you chose (In a slightly different order in the end in order to get more slots into Physical Perfection).

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    In the end my build gives you:
    -About 2700 Hit Points**
    -42% Accuracy
    -42.5% Recharge Reduction
    -a total of 21% Melee Defense
    -Assorted other Defense Increases
    -8.5% Damage Increase
    -115.4 more Endurance Points**
    -Magnitude 16 Knock Back Protection
    -And more!

    **These are totals that include Accolades.

    I hope this helps, good luck with your build!
  6. If the Dual Pistols set is as good at Area of Effect damage as it looks (A Rain of Arrows clone and a Point Blank Area of Effect?! AND both can be used in melee after Fulcrum Shift?!) I might just have to do something for the first time...I might just reroll my Fire/Kinetics Corrupter since I also want to create a Fire/Trick Arrow Corrupter on that server but hate duplicating sets.
  7. After slowly building up 800 Million through Farming/Marketeering I finally got the last 250 Million flipping Doctored Wounds in the Double XP Aftermath. As my final bids filled I realized...



    I was now a billionaire!

    In a strange turn of events, almost instantly as I realized my wealth my friend got a Panacea Proc!!!




    Easy come...Easy go!
  8. Quote:
    Originally Posted by macskull View Post
    EDIT: Wait, wasn't just Medics. the entire Shadow Shard Reflections group seems to have gone poof.
    I can still see the Reflections group and can use them in arcs, however the Medic does seem to have disapeared from the list. Its a pity, he was a great choice for an Ally.
  9. Quote:
    Originally Posted by B_L_Angel View Post
    That build explains much I suspect there are people unhappy with you for posting it.
    Hubba, what now?

    Quote:
    Originally Posted by Shred_Monkey View Post
    The above build uses GSFC's in concentration, then maxes out smash/lethal defenses. GSFC isn't doing much for you there. It's not +2.5 to all.. it's +2.5 to all positional defenses. I'd put those slots somewhere else.
    Actually its +2.5% defence to all, including Smashing/Lethal. Edit: Correction, its +def to all. It's +1.25% defense to Nonpositional defense.

    Is your comment that the 1.25% isn't worth it?

    Quote:
    Originally Posted by Shred_Monkey View Post
    People are going to disagree with me, but personally I think World of Confusion is one of the best mitigation powers blasters get. Adding it to my fire/mm build this weekend made a very noticible jump in my survivabilty.
    Personally I have never tried WoC. It's potential is tantalizing, however I dislike taking offensive toggles a charactor that doesn't have permanent mez protection.
  10. Just my attempt at an Archery/Mental Blaster. You can tweek it to how you'd make your build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rng(3), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(50)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 6: Blazing Arrow -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
    Level 8: Aim -- HO:Membr(A), HO:Membr(9)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(37)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Nictus-Acc/EndRdx/Rchg(21), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(37), P'Shift-Acc/Rchg(37)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 28: Tough -- HO:Ribo(A), HO:Ribo(29), S'fstPrt-ResDam/Def+(36)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(34), LkGmblr-Rchg+(34)
    Level 32: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43), LkGmblr-Rchg+(43)
    Level 44: Flash Freeze -- HO:Endo(A)
    Level 47: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50), LkGmblr-Rchg+(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance

    Set Bonuses:

    +15.5% DamageBuff(Smashing)
    +15.5% DamageBuff(Lethal)
    +15.5% DamageBuff(Fire)
    +15.5% DamageBuff(Cold)
    +15.5% DamageBuff(Energy)
    +15.5% DamageBuff(Negative)
    +15.5% DamageBuff(Toxic)
    +15.5% DamageBuff(Psionic)
    +17.7% Defense(Smashing)
    +17.7% Defense(Lethal)
    +4.25% Defense(Fire)
    +4.25% Defense(Cold)
    +4.25% Defense(Energy)
    +4.25% Defense(Negative)
    +3% Defense(Psionic)
    +17.4% Defense(Melee)
    +5.5% Defense(Ranged)
    +5.5% Defense(AoE)
    +2.25% Max End
    +92.5% Enhancement(RechargeTime)
    +3% Enhancement(Immobilize)
    +51% Enhancement(Accuracy)
    +10% FlySpeed
    +153.6 HP (12.7%) HitPoints
    +10% JumpHeight
    +10% JumpSpeed
    +Knockback (Mag -4)
    +Knockup (Mag -4)
    +MezResist(Immobilize) 14.9%
    +MezResist(Stun) 2.2%
    +11.5% (0.19 End/sec) Recovery
    +16% (0.8 HP/sec) Regeneration
    +9.45% Resistance(Fire)
    +9.45% Resistance(Cold)
    +1.88% Resistance(Negative)
    +10% RunSpeed

    Code:
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  11. Quote:
    Originally Posted by Noyjitat View Post
    So Babs... What is in the pipeline for this? Do you plan to make changes to it or did you decide against it.
    I'd like to know as well. Have you come to a conclusion yet Babs? I have the urge to make a Dual Blades/Stone Armor due to the 'cool factor' of the acrobatic and swift animations while in Granite Armor.
  12. Quote:
    Originally Posted by Cathulhu View Post
    If your trying to use this to show PvPs popularity...
    Nope, just responding to one person's sentence about not seeing 200 people in RV at one time while throwing a little nostalgia in. At best it can be used to show how many people are 'open' to a PvP setting. In order to fight Statesman, one must be willing to trundle across a heavily populated PvP zone.

    Don't forget that due to the RV test, characters had to be given a level bump (to 40) in order to be able to participate. I am sure that there were many people there just to test out builds that they had never played before. (I know I did)

    Though I am curious,

    Quote:
    Originally Posted by Cathulhu View Post
    Even given all that less then 5% of the game population showed up for the event.
    Where did you get this statistic?
  13. Quote:
    Originally Posted by eryq2 View Post
    I've NEVER seen 200 people in RV.
    While I can't think of a PvE example that shows a comparison, I remember back when there was an Open Beta event to test out the new zone, Recluses Victory. There were multiple iterations of RV due to the sheer number of people that came to PvP. As I recall there were more than a dozen (I wan't to say middle twenties?) RVs.

    Good times...
  14. Quote:
    Originally Posted by Castle View Post
    The only way I would be ok with build switching without visiting an NPC would be:
    • Set Player Health 1
    • Set Player Max Regeneration 0, duration 60 seconds.
    • Set Player Max Endurance 0, duration 60 seconds.
    • Set all powers state to Initial Recharge.
    • Wipe all Buffs/Debuff on character.
    As long as the recharge state didn't affect annoyingly long powers (Like Demonic Aura) then I would find myself using that.
  15. Quote:
    • Removed a number of enemies from multiple enemy groups within Mission Architect that only had the Quantum Gun as a viable attack power.
    Why? Were they elimanated completely thereby putting more erroneous limits on MA? Somone would have to be out of their mind to farm an enemy that does large burst damage, stuns, knocks back, and slows (All from range).
  16. To put it simply Babs if you change the Granite Armor Model, you will be getting the bill for my funeral...

    On to what you want to know:
    1) I won't leave the game over it
    2) You can bet that I will kill you every chance I get in PvP zones

    I love Love LOVE the current Granite Armor Model! That was one of the very first things that both surprised me and fascinated me when I first joined this game. For days I stopped leveling and ran around with my level 10 Defender using sprint to try and glimpse another Granite Armor user. After about a week I was a going to give up hope when I ran back to Atlas Park and one was Logging off. I took a quick picture of him right before he faded and got the most perfect shot that I still have to this day. It must have been in the middle of a dancing pose. After that day I leveled 6 Stone Armor users and still intend to level more!

    If you have to change it (It seems like the majority is for the change) please make it a look that keeps a couple of the aspects (Ex. Elongated Arms, Square Shoulders).

    P.S. I haven't read up on it yet however if itÂ’s true that Castle is going to Nerf Granite Armor in favor of buffing the rest of the set then you can rest easy in PvP zones as Castle will be my priority. If only there was a dull stick for a Katana blade...and a 'Gouge eyes out' animation attack...
  17. Quote:
    Originally Posted by Frosticus View Post
    You're losing me. If your primary goal is to be supportive then you should have gone with ice or dark or sonic paired with kin. A fire/kin corr should be leading the team in damage. If 60% of the kills on the team aren't mine on my fire/cold, or my fire/traps, or even my fire/rad corrs then I'm not playing hard enough. Fire/kin's damage is like taking those toons and putting it on steroids.
    In all honesty I probably did choose the wrong Primary. While Fire Blast is extremely suited to doing damage on it's own, my playstyle just doesn't sync with that. I can join in on doing damage but my priority will be more support than damage dealing. I would have chosen Sonic Blast, however I already have a Sonic Blast/Kinetics Corrupter and I dislike playing the same sets together again.

    So instead of rerolling I am tailoring the build to my playstyle. I always assumed that would mean I would lack a tad in the damage dealing departent, however with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice.
  18. Quote:
    Originally Posted by Debt_Magnet View Post
    There's something else I thought of, if you plan on teaming you can use veng for capped def.
    That is something I considered, however I doubt teams will let me drag along my perma-dead second account to keep that defense up.
  19. Quote:
    Originally Posted by Frosticus View Post
    Sure a rikti rifle will go through s/l def as it is pure energy damage, but a rikti sword will go through ranged def.
    Ya, but I can keep the Rikti boss from using his Sword by staying out of Melee range, however that same Rikti boss will alternate his Sword and Rifle in Melee range.

    Quote:
    Originally Posted by Frosticus View Post
    That said the build you posted is making some huge sacrifices just for better def. Like poorly slotted attacks, siphon speed, stamina, fulcrum, and transfusion.
    Ya, that build's sacrifices are teetering on the line of 'bearable.'

    Quote:
    Originally Posted by Frosticus View Post
    IMO and IME the main idea of a kin is to boost your aoe damage to ludicrous levels and wipe out huge spawns of enemies.
    While I won't look away from a build that will let me do both, my main objective will be to boost my teammates AoE damage so that they can wipe out the spawns.

    Quote:
    Originally Posted by Frosticus View Post
    If money is no object and you are that concerned with def then I'd personally aim for something more like this:

    Click this DataLink to open the build!
    After playing around with a couple different spin offs your build, I came up with something I would be alright with. Just a couple questions, will the Smashing/Lethal Defense make up for the lost Area of Effect Defense? In order to get it playable for me I am aproximately .7% defense away from the Soft Cap, how will that play out in-game?

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(40)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(17)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Rain of Fire -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(15)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13), RechRdx-I(13)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
    Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21), EndMod-I(21), EndMod-I(37)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(25), LkGmblr-Rchg+(25)
    Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
    Level 28: Inertial Reduction -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(37), Empty(37)
    Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
    Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 11.1% Defense(Smashing)
    • 11.1% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 21.8% Defense(Energy)
    • 21.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.94% Defense(Melee)
    • 31.1% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 5% Enhancement(Heal)
    • 5% Enhancement(Immobilize)
    • 27.5% Enhancement(RechargeTime)
    • 47% Enhancement(Accuracy)
    • 18% FlySpeed
    • 108.4 HP (10.1%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.25%
    • 13% (0.22 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 18% RunSpeed

    Code:
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    How do you think that this build looks? I decided that I am willing to work with Web Envelope to get that kind of Defense, and to get most of my powers enhanced well. Rain of Fire is bearable and I can live with Aim's recharge.

    Thanks for all the suggestions everyone!
  20. Quote:
    Originally Posted by Frosticus View Post
    IME I've found kin's work very well aiming for s/l def and in the case of corrs and trollers it is usually really easy to do.
    That is the route that I took with my Fire Control/Kinetics Controller, however he also had his Control to fall back on. The biggest reason I chose to stick with Ranged/Area of Effect Defense over Smashing/Lethal is that I can avoid Mez effects (For the most part). If a Green Ink Man starts walking up to me to use Stun I can just avoid it, however if I am in the face of a Rikti Boss my Smashing/Letal Defense won't protect me from his Energy/Ranged Rikti Rifle that stuns me.

    Quote:
    Originally Posted by Frosticus View Post
    It isn't my toon, but imo you'd probably like it better (or at least find it more effective) if you dropped firebreath and picked up rain of fire and when with mace mastery instead. Lets just say that if you want to accelerate defeat times pretty much nothing compares to fulcrum + rain of fire (web envelope to keep em in it). RoF also doesn't require repositioning, which as far as I can tell firebreath is the only thing making it so you have to jostle around.
    I probably would like that more than Fire Breath, however there is a couple things that stopped me. I took Web Envelope on my Sonic Blast/Kinetics Corrupter, and its radius disappointed me. I can use Fire Breath more often than Rain of Fire which will contribute more to my damage. With the pitiful amount of recharge I could allocate to Rain of Fire, it doesn't seem worth it.

    I will also be moving around due to Blaze's reduced Range.

    Quote:
    Originally Posted by Frosticus View Post
    With a s/l build you could still sit at range when desired and be protected from pretty much everything too and still be safe in the event that something wonders up to you and tries to use melee. (the number of attacks with a s/l component is > pure ranged attacks).
    If they do get in range before I can move, then I will be relying on my 34% Defense to Fire/Cold/Energy/Negative Energy until I can reposition myself. Admittedly not as powerful as Smashing/Lethal would be, however it is more worth it to me to have Pseudo-Mez Protection.

    Quote:
    Originally Posted by Frosticus View Post
    Lastly, the build you posted is pretty affordable except you opted to include 1 of the single most expensive IO's in the game (pvp +def), which is worth upwards of 10x the cost of the rest of your build...
    Money is no object. I also abhor making transition builds. The build I shoot for is the perfect, completed build. Curse the ever changing nature of CoH!
  21. Quote:
    If you are the target of a targetted AoE (such as fireball) it will check for ranged defense, not AoE defense.
    That is quite interesting. How do Cones and Summons (Blizzard) work then?

    Even considering that however, I am still interested in getting high levels of Area of Effect defense since it affects nonmelee attacks.
  22. Quote:
    Originally Posted by Chaos Creator View Post
    Can I ask why you want capped ranged? Kinetics does best in melee so it can benefit from all of its own buffs and powers.
    Mostly because I won't be in Melee Range. I might run in for Fulcrum Shift once in a while however I will be out of range doing damage and buffing teammates.
  23. Hello Corrupter Forum goers! My Fire Blast/Kinetics Corrupter just recently hit 50 and I am trying to perfect his build.

    My Goal: Capped Ranged Defense and Nearly Capped, if not Capped, Area of Effect Defense.

    I have spent a few hours tweaking my build and ended up with this.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Och: Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(25)
    Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(15)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 8: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(11)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(17), RechRdx-I(33)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(37)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(36)
    Level 20: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21), EndMod-I(33)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
    Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 28: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
    Level 30: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(40), RechRdx-I(46)
    Level 41: Shark Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43), Empty(43)
    Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 20.2% Defense(Fire)
    • 20.2% Defense(Cold)
    • 20.8% Defense(Energy)
    • 20.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 31.1% Defense(Ranged)
    • 28% Defense(AoE)
    • 23% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 18% FlySpeed
    • 76.3 HP (7.12%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 7.7%
    • MezResist(Sleep) 3.3%
    • 9% (0.15 End/sec) Recovery
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 28% RunSpeed
    • 7% XPDebtProtection

    Code:
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    |-------------------------------------------------------------------|
    Its the closest that I was able to get while still remaining playable, however there are a few things that I don't like about it.

    Underslotted Abilities:
    Transfusion -Could use more Heal.
    Fire Ball -Needs more Accuracy.
    Fire Breath -Needs more Accuracy.
    Siphon Speed -Could use more Recharge.
    Aim -Could use more Recharge.
    Speed Boost -Might need more Endurance Modification.
    Fulcrum Shift -Could use some more Recharge.

    Anyone have some pointers about how I could meet my goal while enhancing my underslotted abilities?

    P.S. The open slot in Shark Skin is the PvP +3% Defense Unique.
  24. Computer

    Pain vs. Empathy

    Quote:
    Originally Posted by Jibikao View Post
    When you apply Power Boost to a buff power, does the enhanced PB buff only last for 15s like PB's duration or that buff has PB effect for the whole duration. Ex: Fortitude lasts 60s, so with PB and Fortitude, you get that PB effect for full 60s or just 15s?
    The Power Boosted stats lasts for the entire duration of the buff.

    Quote:
    I still remember I needed to ask empathy to put Fortitude on teammates. I think it's just easy to hit WoP once and start slaughtering!
    Yes unfortunetly I also run in to Empaths, surprisingly quite often, that have trouble keeping fortitude on more than one person. If I was choosing a teammate I would choose a Pain Dominaton using Corrupter, if only for the reason that WoP is better than a single application of Fortitude.
    Also it seems "Gather for Buffs" macros are easier than keeping 6 applications of Fortitude on people.

    You do mention some interesting things though. Villain side there is more of an abundance of Defense buffs, and I hadn't considered the pets mostly because I have none to buff Hero side .

    Both sets' strengths do well in the environments that they were put in (ie. Heroes vs Villains). It definetly will be interesting to see how GR turns out in relation to buffing sets.
  25. Computer

    Pain vs. Empathy

    Quote:
    @ Muon_Neutrino:
    My WoP on my Corr and MM are perm, so I have to disagree on your comment about "only 70% of the time".
    Without Set bonuses World of Pain cannot be made perma. From what I can tell he was considering non IOed out builds instead of...

    Quote:
    WoP can be made perm w/o help of another Pain in the group. Emps can't keep auras perm, they also can't keep AB perm.
    ...comparing an IOed out build to a non IOed out build.

    In my opinion Empathy dwarfs Pain Domination by a large margin.

    My IOed out Empathy Defender can:
    • keep 30% defense (Fortitude and Manuvers) on five out of seven of my teammates and 44% defense (Power Builup+Fortitude and Manuvers) on one out of seven of them. That leaves only one teammate without some serious buffs.
    • keep my RAs up more than down (150s Recharge/90s Duration).
    • keep Adrenaline Boost on one target permanently. Perhaps on the target that doesn't have Fortitude? Whatever the situation needs.
    If that wern't enough I can still provide heals and damage, though admittedly not debuffs.

    *If we want to compare Secondary sets (Just using my IOed out Ill/Emp Troller), the above change to:
    • keep 22% defense (Fortitude and Manuvers) on four out of seven of my teammates and 36% defense (Power Boost+Fortitude and Manuvers) on two out of seven of them. That leaves only one teammate without a powerful defense buff.
    • keep my RAs up more than down (145s Recharge/90s Duration).
    • keep Adrenaline Boost on one target permanently. Perhaps on the target that doesn't have Fortitude? Whatever the situation needs.
    Which still puts Empathy ahead of Pain Domination, in my
    opinion of course.